SwiftShadow2

  • Content Count

    225
  • Joined

  • Last visited

Community Reputation

18 Good

1 Follower

About SwiftShadow2

  • Rank
    Member
...

Badges

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Enable
  1. Lookit me playing thread Jesus.... I had a multiplayer idea where, once someone completed Adventure world, they could restart their adventure from day 1, world 1, fresh inventory, no researched items.... But the maps are player generated... There would obviously be rules and restrictions, I have a thread here: http://forums.kleientertainment.com/showthread.php?14718-Player-designed-adventure-worlds It goes more in depth, but the basic essence is you are the other players Maxwell.
  2. I just had a thought, it's mildly relevant. Since we have audio files and in game portraits and sprites (I don't know what the other word for it is), couldn't some clever people MOD these unimplemented characters in?
  3. Part of the problem is the fact that the Devs are putting out exactly what they're changing, and seasoned players can read the changes and work out fixes immediately. Honey goes down? I guess I'll find a pig village and steal their berries. Now, I'm not stating the Devs should stop doing this, as I believe that having a healthy relationship between consumer/producer is necessary and vital to the survival of an indie game - I'm just pointing out what I see happen.
  4. I don't hate it, but I think we need to have different KINDS of maps, similar to Civ 5. Like, you have long snakey bridgeways with small islands filled with only 1 resource, or circular islands, or a Pangaea-style continent....
  5. Despite all his rage, he is still just Nicholas Cage...http-~~-//www.youtube.com/watch?v=8-r-V0uK4u0
  6. Perhaps repetitive tasks (like real life) slowly decrease sanity. Ex. chopping wood for a day straight, or staying at your base all day, or something.
  7. Maybe a toggle? I know everyone says toggle for everything, but - The old values definitely need to be incorporated. I'm just looking out for the people who don't get a full insane experience.
  8. But for how new players play the game, they're going to be basically stuck on a day 1 ideology. They're not going to concern themselves with armaments until it's too late - at least, that's how it was for me. I actually was very anti-combat when I first played, I didn't even go near pigs, I thought they were a hostile mob. And, Sanity really isn't itself a first day problem unless you do something dumb, like hopping through wormholes, but it could be assumed that people would see the screen changing and then stop doing what they're doing. But there are some who'd make the mistake of keeping on going, and their punishment is the sanity monsters. If you play insanity as a first time playing, and, lets be honest, there aren't usually wormholes close to you, you'd be fine for at least the first 3 days.
  9. Wouldn't, by that logic, hounds be punishing to the player as well? I remember when I first started playing I hadn't researched the logsuit or the spear and all of the sudden hounds attacked. I had no way of defending myself and died. I was enraged, until I tried again and again until I realized that the logsuit and spear are there to help. The point being, that they would learn, as we will. It would actually promote forum usage for the newer players, as they'd want to know how to help defend themselves against sanity monsters and the like. It also could provide a more intense experience overall, because stuff not seen is often ignored, and how creepy is it if a Watcher looks in from your campsite when you don't expect it?